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341 lines
16 KiB
ReStructuredText
341 lines
16 KiB
ReStructuredText
:github_url: hide
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.. meta::
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:keywords: network
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml.
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.. _class_MultiplayerSynchronizer:
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MultiplayerSynchronizer
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=======================
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**继承:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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将属性从多人游戏权威同步到远程对等体。
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.. rst-class:: classref-introduction-group
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描述
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----
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默认情况下,\ **MultiplayerSynchronizer** 会将配置的属性同步到所有对等体。
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可以使用 :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>` 直接处理可见性,也可以通过 :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>` 和 :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>` 在需要时进行处理。
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\ :ref:`MultiplayerSpawner<class_MultiplayerSpawner>` 会根据同步器的可见性来处理节点,只要 :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` 的节点是出生出来的。
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内部而言,\ **MultiplayerSynchronizer** 使用 :ref:`MultiplayerAPI.object_configuration_add<class_MultiplayerAPI_method_object_configuration_add>` 来通知同步开始,将位于 :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` 的 :ref:`Node<class_Node>` 作为 ``object`` 传入、将自己作为 ``configuration`` 传入。使用 :ref:`MultiplayerAPI.object_configuration_remove<class_MultiplayerAPI_method_object_configuration_remove>` 通知同步结束的方法相同。
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\ **注意:**\ 不支持对 :ref:`Resource<class_Resource>` 等 :ref:`Object<class_Object>` 类型属性进行同步。对等体的唯一属性也无法进行同步,例如 :ref:`Object<class_Object>` 的实例 ID(见 :ref:`Object.get_instance_id<class_Object_method_get_instance_id>`\ )或 :ref:`RID<class_RID>`\ 。
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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| :ref:`float<class_float>` | :ref:`delta_interval<class_MultiplayerSynchronizer_property_delta_interval>` | ``0.0`` |
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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| :ref:`bool<class_bool>` | :ref:`public_visibility<class_MultiplayerSynchronizer_property_public_visibility>` | ``true`` |
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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| :ref:`SceneReplicationConfig<class_SceneReplicationConfig>` | :ref:`replication_config<class_MultiplayerSynchronizer_property_replication_config>` | |
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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| :ref:`float<class_float>` | :ref:`replication_interval<class_MultiplayerSynchronizer_property_replication_interval>` | ``0.0`` |
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` | ``NodePath("..")`` |
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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| :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` | :ref:`visibility_update_mode<class_MultiplayerSynchronizer_property_visibility_update_mode>` | ``0`` |
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+--------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------+--------------------+
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.. rst-class:: classref-reftable-group
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方法
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----
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.. table::
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:widths: auto
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>`\ (\ filter\: :ref:`Callable<class_Callable>`\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_visibility_for<class_MultiplayerSynchronizer_method_get_visibility_for>`\ (\ peer\: :ref:`int<class_int>`\ ) |const| |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`remove_visibility_filter<class_MultiplayerSynchronizer_method_remove_visibility_filter>`\ (\ filter\: :ref:`Callable<class_Callable>`\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>`\ (\ peer\: :ref:`int<class_int>`, visible\: :ref:`bool<class_bool>`\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>`\ (\ for_peer\: :ref:`int<class_int>` = 0\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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信号
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----
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.. _class_MultiplayerSynchronizer_signal_delta_synchronized:
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.. rst-class:: classref-signal
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**delta_synchronized**\ (\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_delta_synchronized>`
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属性发生更新后,该同步器收到新的增量同步状态时发出。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_signal_synchronized:
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.. rst-class:: classref-signal
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**synchronized**\ (\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_synchronized>`
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属性发生更新后,该同步器收到新的同步状态时发出。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_signal_visibility_changed:
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.. rst-class:: classref-signal
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**visibility_changed**\ (\ for_peer\: :ref:`int<class_int>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_signal_visibility_changed>`
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当 ``for_peer`` 的可见性发生更新时发出。见 :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>`\ 。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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枚举
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----
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.. _enum_MultiplayerSynchronizer_VisibilityUpdateMode:
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.. rst-class:: classref-enumeration
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enum **VisibilityUpdateMode**: :ref:`🔗<enum_MultiplayerSynchronizer_VisibilityUpdateMode>`
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.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_IDLE:
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.. rst-class:: classref-enumeration-constant
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:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **VISIBILITY_PROCESS_IDLE** = ``0``
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可见性过滤器的更新发生在处理帧中(见 :ref:`Node.NOTIFICATION_INTERNAL_PROCESS<class_Node_constant_NOTIFICATION_INTERNAL_PROCESS>`\ )。
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.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_PHYSICS:
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.. rst-class:: classref-enumeration-constant
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:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **VISIBILITY_PROCESS_PHYSICS** = ``1``
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可见性过滤器的更新发生在物理帧中(见 :ref:`Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_INTERNAL_PHYSICS_PROCESS>`\ )。
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.. _class_MultiplayerSynchronizer_constant_VISIBILITY_PROCESS_NONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **VISIBILITY_PROCESS_NONE** = ``2``
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可见性过滤器不会自动更新,必须通过调用 :ref:`update_visibility<class_MultiplayerSynchronizer_method_update_visibility>` 手动更新。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_MultiplayerSynchronizer_property_delta_interval:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **delta_interval** = ``0.0`` :ref:`🔗<class_MultiplayerSynchronizer_property_delta_interval>`
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.. rst-class:: classref-property-setget
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- |void| **set_delta_interval**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_delta_interval**\ (\ )
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两次增量同步之间的时间间隔。当设置为 ``0.0``\ (默认值)时,每个网络处理帧都会发生增量同步。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_property_public_visibility:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **public_visibility** = ``true`` :ref:`🔗<class_MultiplayerSynchronizer_property_public_visibility>`
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.. rst-class:: classref-property-setget
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- |void| **set_visibility_public**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_visibility_public**\ (\ )
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默认情况下,同步是否应该对所有对等体可见。有关配置细粒度可见性选项的方法,请参阅 :ref:`set_visibility_for<class_MultiplayerSynchronizer_method_set_visibility_for>` 和 :ref:`add_visibility_filter<class_MultiplayerSynchronizer_method_add_visibility_filter>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_property_replication_config:
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.. rst-class:: classref-property
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:ref:`SceneReplicationConfig<class_SceneReplicationConfig>` **replication_config** :ref:`🔗<class_MultiplayerSynchronizer_property_replication_config>`
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.. rst-class:: classref-property-setget
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- |void| **set_replication_config**\ (\ value\: :ref:`SceneReplicationConfig<class_SceneReplicationConfig>`\ )
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- :ref:`SceneReplicationConfig<class_SceneReplicationConfig>` **get_replication_config**\ (\ )
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包含要同步的属性的资源。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_property_replication_interval:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **replication_interval** = ``0.0`` :ref:`🔗<class_MultiplayerSynchronizer_property_replication_interval>`
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.. rst-class:: classref-property-setget
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- |void| **set_replication_interval**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_replication_interval**\ (\ )
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两次同步之间的时间间隔。当设置为 ``0.0``\ (默认值)时,每个网络处理帧都会发生同步。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_property_root_path:
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.. rst-class:: classref-property
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:ref:`NodePath<class_NodePath>` **root_path** = ``NodePath("..")`` :ref:`🔗<class_MultiplayerSynchronizer_property_root_path>`
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.. rst-class:: classref-property-setget
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- |void| **set_root_path**\ (\ value\: :ref:`NodePath<class_NodePath>`\ )
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- :ref:`NodePath<class_NodePath>` **get_root_path**\ (\ )
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复制属性相对的节点路径。
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如果 :ref:`root_path<class_MultiplayerSynchronizer_property_root_path>` 是由 :ref:`MultiplayerSpawner<class_MultiplayerSpawner>` 生成的,则该节点也将根据此同步器可见性选项生成和消失。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_property_visibility_update_mode:
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.. rst-class:: classref-property
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:ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **visibility_update_mode** = ``0`` :ref:`🔗<class_MultiplayerSynchronizer_property_visibility_update_mode>`
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.. rst-class:: classref-property-setget
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- |void| **set_visibility_update_mode**\ (\ value\: :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>`\ )
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- :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>` **get_visibility_update_mode**\ (\ )
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指定何时更新可见性过滤器(有关选项见 :ref:`VisibilityUpdateMode<enum_MultiplayerSynchronizer_VisibilityUpdateMode>`\ )。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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方法说明
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--------
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.. _class_MultiplayerSynchronizer_method_add_visibility_filter:
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.. rst-class:: classref-method
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|void| **add_visibility_filter**\ (\ filter\: :ref:`Callable<class_Callable>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_add_visibility_filter>`
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为该同步器添加对等体可见性过滤器。
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\ ``filter`` 应该接受对等体 ID :ref:`int<class_int>`\ ,返回 :ref:`bool<class_bool>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_method_get_visibility_for:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **get_visibility_for**\ (\ peer\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_MultiplayerSynchronizer_method_get_visibility_for>`
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查询对等体 ``peer`` 的当前可见性。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_method_remove_visibility_filter:
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.. rst-class:: classref-method
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|void| **remove_visibility_filter**\ (\ filter\: :ref:`Callable<class_Callable>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_remove_visibility_filter>`
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从该同步器中移除某个对等体的可见性过滤器。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_method_set_visibility_for:
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.. rst-class:: classref-method
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|void| **set_visibility_for**\ (\ peer\: :ref:`int<class_int>`, visible\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_set_visibility_for>`
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将 ``peer`` 的可见性设置为 ``visible``\ 。如果 ``peer`` 为 ``0``\ ,则会改为更新 :ref:`public_visibility<class_MultiplayerSynchronizer_property_public_visibility>` 的值。
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.. rst-class:: classref-item-separator
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----
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.. _class_MultiplayerSynchronizer_method_update_visibility:
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.. rst-class:: classref-method
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|void| **update_visibility**\ (\ for_peer\: :ref:`int<class_int>` = 0\ ) :ref:`🔗<class_MultiplayerSynchronizer_method_update_visibility>`
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根据可见性过滤器更新 ``for_peer`` 的可见性。如果 ``for_peer`` 为 ``0``\ (默认值),则更新所有对等体的可见性。
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
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.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
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.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
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.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
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.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
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.. |void| replace:: :abbr:`void (无返回值。)`
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